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2414 Uppsatser om Game culture - Sida 13 av 161

Organisationskultur ur två perspektiv : En jämförande studie av två etnografier ifrån socialantropologi och organisationsteori

This study aims to compare two ethnographies of organizational culture ? one from the discipline of Social Anthropology and one from the discipline of Organizational Studies ? considering their purpose, their method, and their concept of culture. Despite big similarities, or perhaps thanks to the similarities, some fundamental differences are made visible. The discipline of Organizational Studies has, compared to that of Social Anthropology, regarding the research method being used, less focus on, and less participation in, the informal social life of the organizational culture of the study. Regarding the concept of culture the Organizational Studies consider culture containing more of unity, stability and clear boundaries, compared to Social Anthropology.

(Hur) har distans- och hybridarbetet p?verkat f?retagskulturen? En kvalitativ fallstudie om distans- och hybridarbetets p?verkan p? f?retagskulturen inom 5 organisationer

In recent decades, the concept of corporate culture has emerged as an increasingly important factor in the business world, as evidenced by a rise in research and efforts to direct it in various ways. The pandemic has led to significant changes in work processes and office environments as operations shifted to remote work. The purpose of this report is to investigate the impact of remote work on corporate culture and its potential advantages and disadvantages. Additionally, the report aims to analyze how corporate culture currently looks, considering the potential presence and adaptation to hybrid work. Based on a multi-case study, it includes interviews with ten individuals from five different organizations.

Det vidgade textbegreppet : I teori och praktik

The essay is about the concept of text in a wider perspective, what can be included in that, how it can be used and above all, why one might want to use it. The essay will also include what the term popular culture implies, and school?s attitude towards it, since some of the medias that are a part of the text in a wider perspective, many times fits the description ?popular culture?. Most of the earlier research show that the positive aspects of the use of text in a wider perspective as the same time as it attacks school because school is opposing the popular culture.       The essay consists of two parts and it begins with a theoretical part where I present existing research about the concept of text in a wider perspective and the research about popular culture.

Välkommen till familjen! : En studie om effekten av en stark företagskulturs påverkan på medarbetarnas identitet

The purpose of this study is to examine in what way a strong corporate culture can have an effect on the ways that individuals perceive their own identity based on different social aspects, thereby meaning the influence of personalities in relation to the environment. In this essay I have used the theory of employer branding in an analysis of the corporate culture at Ikea Barkarby, with the purpose to answer the following questions: How does the relation between the employee and the corporate culture appear from an identity perspective, i.e can an individual?s identity be affected by the influence of a strong corporate culture? If the corporate culture has an influence on the individual?s identity, what rhetorical tools are part of this? How can the surrounding corporate cultures possibly influence the employee?s process of becoming a part of the corporate culture? The method of research that was used in this study is a framing analysis and a semistructured interview method. In the discussion of the influence of social environment on identity I have used the rhetorical term doxa. The material that was examined was an advertisement for employment from the Ikea Barkarby website as well as the response from my interviews of some of the employees.The result of the analysis shows that it is possible for an individual to negotiate with himself about his identity in relation to the actual situation and environment, meaning a possible transformation of the individual?s behavior in different social contexts, in this example the corporate culture at work.

Vana texturerare : En uppsats om minsta motståndets väg, invanda mönster och liknande gränssnitt

This essay brings up how experienced texture artists in game development can get comfortable in their workflow and therefore not spend time on learning new techniques that in the end could be more efficient. We base this on theories that people often choose the path of least resistance, which in the case of an experienced texture artist would be the path they have learned and are comfortable with. We also talk about the popularity of Photoshop and that many of today?s texture artists in the game industry are using it and that this could be because Photoshop was one of the first programs that could be used well for texturing. Because of this many learned to use it and stuck by it and then taught Photoshop to new texture artists because that is the program that they know.

En kategorisering av våld i dator och tv-spel

This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the European measurement for game age limits.

Illusion av val i spel

Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos båda parter. Problemet med spelares oförutsägbarhet i sina val är något som spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som syftar till att diskret manipulera möjligheten till val inom spel och samtidigt låta spelare vara ovetande om detta.

Applikationsutveckling i språket Objective-C för iOS

Applications for mobile devices, also known as apps, are today the backbone of a huge market where the company Apple is one of the key players. Apple develops, among other things, handheld electronic devices, which are powered by the operating system iOS. Through iOS, millions of customers get access to Apple?s App Store.During a period of two months, an app in the form of a game has been developed for iOS in the programming language Objective-C. The user of the app is presented intuitive menus and interactive graphical objects that seemingly obey physical laws.

Serious games med rökdykningssimulering

Utbildning och träning av rökdykning inom räddningtjänsten är idag både dyrt ochtidskrävande. Vid praktisk träning måste räddningstjänsten bege sig ut till befintligaövningsområden och ta med sig en stor mängd utrustning: luftpaket, skyddskläder, radio etc. Detta gör det till ett omfattande och kostsamt moment. Detta öppnar tankebanor för alternativ och komplement till befintlig utbildning och träning.Serious games finns idag i många former och är ett utbildnings och rekryteringsredskap som bygger på datorstödd inlärning. Med detta menas att ett Serious game är ett spel som har som huvudsyfte att lära ut och om möjlighet vara underhållande under tiden.

Genus och jämställdhet i religionsläroböcker : En analys av bilder och bildtexter

Swedish municipals schools have been given an assignment to convey basic values to pupils. The assignment is to bring up the pupils through transmitting and developing a heritage such as values, traditions, language and knowledge. Together along with the lasting knowledge which constitutes the community frame of reference everybody needs. There by is the purpose of this study through a qualitative method to investigate how the schools assignment to create a community national identity of the pupils is interpreted by the teachers in introduction classes. Even how the teachers in this study response to ?Swedish? culture by presenting and educate the pupils in this.

"Min dialekt är så yeee yeee wow" : En undersökning av gymnasieungdomars attityd till dialekter

The essay is about the concept of text in a wider perspective, what can be included in that, how it can be used and above all, why one might want to use it. The essay will also include what the term popular culture implies, and school?s attitude towards it, since some of the medias that are a part of the text in a wider perspective, many times fits the description ?popular culture?. Most of the earlier research show that the positive aspects of the use of text in a wider perspective as the same time as it attacks school because school is opposing the popular culture.       The essay consists of two parts and it begins with a theoretical part where I present existing research about the concept of text in a wider perspective and the research about popular culture.

Intern kommunikation -ur ett organisationskulturellt perspektiv

Problem: How does the organisational culture affect the internal communication between the middle manager and his or herssubordinates?Purpose: The most common way is to study how the communication affect the organisational culture. In our study we have examined the reverse perspective. The purpose of this study would be to explain how the organisational culture affect the internal communication between the middle manager and his or hers subordinates.Theories: The basic theories in the study are The basic model, Internal communication, Levels of culture, High-power culture, Socialconstructions, Organisational structures and Leader Member Exchange Theory.Method: The study is based on the qualitative approach. We have used interviews for our collection of raw data.

Organisationskultur : Ett kritiskt granskande genom modernism, symbolism och postmodernism

Organizational culture is subject of a great debate nowadays and there is especially three schools which affairs its nature of reality; modernism, symbolism and postmodernism. This thesis is built upon a case study about the organization Idé & KunskapsCentrum, which experience various cultural issues. Observations made during visits in the organization environment forms the ground on which discussions about different perspectives are made regarding organizational culture.The thesis describes and investigates the subject of organizational culture and its relationship to human behavior in organizations. Furthermore, I discuss and analyze organizational culture from the three different perspectives, in order to present a critical view on the subject for the reader.The thesis is based upon a case study about the organization Idé & KunskapsCentrum. A qualitative research method has been conducted with data collected especially from an ethnographic study, but also via semi-structured interviews.

[Klistra in populärkulturell referens här] : Populärkultur i styrdokument och läroböcker för religionskunskapen på gymnasienivå

Popular culture is a phenomenon of growing importance in the society today. Children and teenagers are increasingly using popular culture in their everyday life to reflect and answer questions about their identities and the meaning of life. Swedish primary and upper secondary schools are expected to prepare their students for adulthood and to provide them with tools to explain understand and problematize contemporary society. From this perspective it is relevant to question whether the schools achieve this and whether the instruction given there represents the contemporary society. For the purpose of knowing more about how popular culture is perceived and dealt with in the Swedish education system, this study examines how eight textbooks in Religious Education (RE) and the national curriculum for upper secondary school discuss and treat popular culture.  The study focuses on when and in what ways the textbooks mention popular culture and if the curriculum provides any supportive base for including popular culture in religious education.

eSport: Den professionella sidan och vägen dit

Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.

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